Hordelover wrote:1. How do I make a rock/mountain/prop a block where a character can't walk through it or move it?

I'll answer this one to start with, hopefully someone else can help with the other questions a bit later on

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1. Add the prop you want to your scene2. Select the object, and right click -> Add component3. Search for e.g. "RockStaticMeshPhysicsComponent" (it will show PhysicsComponent (RockStaticMeshPhysicsComponent) and add it to your object.

Remember to have your object on e.g. the Default or Collision layer (Not Local!)

You can also manually try to create collisions by using collision helpers, like the RockCollisionHelper (and then expanding it to suit the graphical blocks).

You can then disable the visuals in game by looking at the object properties -> ModelComponent and unticking "VisibleInGame" and "VisibilityEnabled".

I hope this explains the first question

Let me know if you still have any problems with getting the collisions to work.

Yeah, I'm still having issues.When I add it to a rock, 1 of the large rocks drops out of from (Gravity?)The other doesn't actually let me stand on it, I fall right through,FInally, when I add "RockStaticMeshPhysicsComponent" to a mine_door_moving_platform, the troll I added on top falls through and the characters can grab on the ledge.Thoughts or help? I feel like this is Trine 101, but I'm not getting it. Thanks!

Sorry for the delay! There has been many messages which have taken some time to go through.

Also unfortunately I still don't have exact answers for you, but I send your questions to our team and we'll look into them closely next week. Below is also some basic information that might be helpful. I also recommend checking out our Wiki as it has a lot of useful information about our Editor. I'm also referring to our Wiki below, but there are also other useful pages there.

Sounds like one of the things you need to look into are collisions. Collision is basically added to everything that is touchable in the game. If the objects collision is static it won't move around, but objects that have a dynamic collision usually are under effects of the game's physics (such as gravity). This section in our Wiki has a tip for how to add collisions. That page also has other simple tips that might be helpful such AI that you'll need for enemies.

And lastly could you also specify this question you had:

Hordelover wrote:2. How do I make a light object feather out of focus so it doesn't have a hard edge?

What do you mean by "feather out"? Do you want them to fade for example or what do you mean? Could you use fog to hide the object?

I hope this helped! And yes, we'll try to get back to this during next week. Cheers!

I asked a team member to answer your questions in detail, and below is what I got. Unfortunately, we still need to clarify the second question but here is everything else. Please let me know if you need more help or have any other questions!

I'll also add a note here that if something in your level seems to act weirdly, especially if it was working before, it's good to try to process your level's resources. You can do this by clicking each speech bubble that has question marks in it. You can find these buttons from the Editor's toolbar. It's recommendable to do this always if you want to play your level in the Editor after starting it.

QUESTION 1How to make platforms solid but not interactable?

The easiest way to achieve this effect is to use static objects. Static object doesn't follow the laws of physics, so it can't be pushed around by the player but can be used as platforms. You can find these in the type tree (View → Type Tree) at:

Instance → Entity → Object → Helper→ CollisionHelper

As long as you do not choose the Dynamic versions of the object you can use any variation as you want. If you for some reason want to use a dynamic object as a static object this is doable. Select the chosen object and look into the ActorType, which can be found at:

All the entities under ExpPickableItem can be used as they are. The main thing an exp pickup need is the Trine3ExperienceItemComponent, all of the ones under ExpPickableItem have these by default. Adding them to the scene happens like any other object, just pick the places you want and put them there.

The next step is to make it so that the game can keep up with how many exp items you have picked up/how many exp points there are. For this we need a checkpoint, which you can also find from the Type tree:

InstanceBase → Entity → GameplayEntity → CheckpointEntity

You can also use a existing checkpoint that is already in the level, or can just bring a new one in. What interests us about the checkpoint is the ListOfExperiencePoints area under TrineChekpointComponent. Pressing the + button on this section allows you to add exp points you want to be linked to THIS checkpoint. It is important to remember to add all exp points that are between the checkpoint you are working with and the next one. After pressing the + button, a new area pops up which says GUID_NONE. Press the three dots next to this and link the wanted exp point to it. After linking a exp point, you should see a green arrow pointing to the exp point. Each exp point needs to be assigned individually. So, if you have 3 epx points you want to link to a checkpoint you should have 3 seperate sections under the ListOfExperiencePoints area. Note that the count starts from 0, not 1. So if you have 3 epx points they should be numbered 0, 1 & 2.

Also keep in mind that the exp point you want to assign to the checkpoint needs to have a Trice3ExpereinceItemComponent, otherwise you will get errors.

QUESTION 4How to make AI work?

Grab the wanted enemies from Entity → ActorEntity

Place the enemies in the wanted locations

Grab the NavigationMeshAreaEntity from Entity → AreaEntity

Position the NavigationMesh anywhere on the level

Use the AreaTool (hotkey 4) to cover the whole level with the NavMesh area

Click the purple zZ bubble on your toolbar to finnish prepping up the NavigationMesh

Voila! Your AI is working now. The enemy will move towards you, and when you are in range it will attack.

MarjutFB wrote:I asked a team member to answer your questions in detail, and below is what I got. Unfortunately, we still need to clarify the second question but here is everything else. Please let me know if you need more help or have any other questions!

I'll also add a note here that if something in your level seems to act weirdly, especially if it was working before, it's good to try to process your level's resources. You can do this by clicking each speech bubble that has question marks in it. You can find these buttons from the Editor's toolbar. It's recommendable to do this always if you want to play your level in the Editor after starting it.

QUESTION 1How to make platforms solid but not interactable?

The easiest way to achieve this effect is to use static objects. Static object doesn't follow the laws of physics, so it can't be pushed around by the player but can be used as platforms. You can find these in the type tree (View → Type Tree) at:

Instance → Entity → Object → Helper→ CollisionHelper

As long as you do not choose the Dynamic versions of the object you can use any variation as you want. If you for some reason want to use a dynamic object as a static object this is doable. Select the chosen object and look into the ActorType, which can be found at:

All the entities under ExpPickableItem can be used as they are. The main thing an exp pickup need is the Trine3ExperienceItemComponent, all of the ones under ExpPickableItem have these by default. Adding them to the scene happens like any other object, just pick the places you want and put them there.

The next step is to make it so that the game can keep up with how many exp items you have picked up/how many exp points there are. For this we need a checkpoint, which you can also find from the Type tree:

InstanceBase → Entity → GameplayEntity → CheckpointEntity

You can also use a existing checkpoint that is already in the level, or can just bring a new one in. What interests us about the checkpoint is the ListOfExperiencePoints area under TrineChekpointComponent. Pressing the + button on this section allows you to add exp points you want to be linked to THIS checkpoint. It is important to remember to add all exp points that are between the checkpoint you are working with and the next one. After pressing the + button, a new area pops up which says GUID_NONE. Looking to gain muscles? read these amazing crazy bulk reviews Press the three dots next to this and link the wanted exp point to it. After linking a exp point, you should see a green arrow pointing to the exp point. Each exp point needs to be assigned individually. So, if you have 3 epx points you want to link to a checkpoint you should have 3 seperate sections under the ListOfExperiencePoints area. Note that the count starts from 0, not 1. So if you have 3 epx points they should be numbered 0, 1 & 2.

Also keep in mind that the exp point you want to assign to the checkpoint needs to have a Trice3ExpereinceItemComponent, otherwise you will get errors.

QUESTION 4How to make AI work?

Grab the wanted enemies from Entity → ActorEntity

Place the enemies in the wanted locations

Grab the NavigationMeshAreaEntity from Entity → AreaEntity

Position the NavigationMesh anywhere on the level

Use the AreaTool (hotkey 4) to cover the whole level with the NavMesh area

Click the purple zZ bubble on your toolbar to finnish prepping up the NavigationMesh

Voila! Your AI is working now. The enemy will move towards you, and when you are in range it will attack.

I think you answered it well! I read your answers and its good! Thanks!